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Converting the Napga from X4: Master of the Desert Nomads
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<blockquote data-quote="Thrombin" data-source="post: 1400185" data-attributes="member: 15591"><p>After further thought and consideration, and additional review of PC2, I have come up with the following version of the 3.5 Nagpa which I will be recommending to the Mystara3e conversion group:</p><p></p><p>Nagpa</p><p>Medium Monstrous Humanoid (Extraplanar)</p><p>Hit Dice: 9d8 (40 hp)</p><p>Initiative: +3 (-1 Dex, +4 Improved Initiative)</p><p>Speed: 30 ft.</p><p>Armor Class: 17 (-1 Dex, +8 natural armor), touch 9, flat-footed 17</p><p>Base Attack/Grapple: +9/+7</p><p>Attack: Bite +7 melee (1d8-2) or Quarterstaff +7 melee (1d6-2)</p><p>Full Attack: Bite +7 melee (1d8-2) or Quarterstaff +7/+2 (1d6-2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Spell-like abilities, Create Flames, Corruption, Paralysis</p><p>Special Qualities: Darkvision 60ft., nagpa traits, spell resistance 18</p><p>Saves: Fort +6, Ref +6, Will +9</p><p>Abilities: Str 7; Dex 8; Con 10; Int 16; Wis 14; Cha 12</p><p>Skills: Appraise +7, Concentration +12, Decipher Script +15, Knowledge(Arcana)+15, Knowledge (any other two) +15</p><p>Feats: Combat Casting, Diligent, Great Fortitude, Improved Initiative</p><p>Environment: Subterranean crypts </p><p>Organization: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: 9-16 HD (Medium)</p><p>Level Adjustment: -</p><p></p><p>Nagpas look like a dried, withered human with the head of a vulture. They are highly intelligent and highly magical creatures thought to have originated from another plane. They prefer to live in gloomy subterranean crypts and mausoleums, many of which they have built to their own design – often through slave labor or the animated skeletons and zombies that they create to serve as workers and guards. They enjoy the atmosphere of corruption and death that such places possess. </p><p></p><p>Nagpa are dedicated scholars. They love knowledge – the more arcane or obscure the better – and are avid collectors of books and ancient manuscripts. They are also cold and cynical creatures with a strong sense of their own superiority. Even those who are not actually evil are manipulative and seek to dominate those around them.</p><p></p><p>COMBAT</p><p>Nagpa are physically quite weak and try to avoid melee combat wherever possible relying on their spell-like powers to protect them. They have supernaturally tough skin and disdain armor and shields in favor of more lightweight, magical, protections such as cloaks and rings. If forced to fight they employ simple, light, weapons or their staffs which they frequently carry as walking sticks. </p><p></p><p>Nagpa Traits (Ex): Nagpa possess the following racial traits:</p><p>- +1 racial bonus on all saving throws due to their magical nature.</p><p>- +1 spell resistance for every extra HD of monster advancement.</p><p>- Shapechange (Su): a nagpa with 12 or more monster HD gains the ability to turn into any Small or Medium humanoid and back again once per day. This functions like the druid's Wild Shape ability except that the form chosen must be a humanoid that the nagpa is familiar with. The effect lasts for 1 hour per HD, or until the nagpa changes back.</p><p></p><p>Spell-Like Abilities: 3/day – Darkness, Minor Image (DC 13); 1/day – Animate Dead. Caster level 9th. The save DC is Charisma-based. </p><p></p><p>Create Flames (Sp): 3/day – This causes any object of up to 10 lb per caster level within 60 feet of the nagpa to burst into flames for 1d3 rounds. Magical and attended objects receive a DC 13 Will save to avoid the effect. The flames do 2d6 damage per round. Anyone in contact with the object may make a DC 13 reflex save for half damage. The save DC is Charisma based.</p><p></p><p>Corruption (Su): 3/day – This causes any object within 60 feet of the nagpa to be subjected to a burst of negative energy, instantly decaying or rotting into an unusable state. Magical and attended objects receive a DC 16 Will save to avoid the effect. Objects must weigh no more than 10 lb per level of the nagpa. This ability is not available to nagpa's of Good alignment. The save DC is Wisdom based.</p><p></p><p>Paralysis (Su): 3/day – All creatures of Good alignment within 10 feet of the nagpa are subjected to a burst of negative energy and must make a DC 16 Will save or be paralyzed for 1d4 rounds. This ability is not available to nagpa's of Good alignment. The save DC is Wisdom based.</p><p></p><p>Regards</p><p></p><p>Thrombin</p></blockquote><p></p>
[QUOTE="Thrombin, post: 1400185, member: 15591"] After further thought and consideration, and additional review of PC2, I have come up with the following version of the 3.5 Nagpa which I will be recommending to the Mystara3e conversion group: Nagpa Medium Monstrous Humanoid (Extraplanar) Hit Dice: 9d8 (40 hp) Initiative: +3 (-1 Dex, +4 Improved Initiative) Speed: 30 ft. Armor Class: 17 (-1 Dex, +8 natural armor), touch 9, flat-footed 17 Base Attack/Grapple: +9/+7 Attack: Bite +7 melee (1d8-2) or Quarterstaff +7 melee (1d6-2) Full Attack: Bite +7 melee (1d8-2) or Quarterstaff +7/+2 (1d6-2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, Create Flames, Corruption, Paralysis Special Qualities: Darkvision 60ft., nagpa traits, spell resistance 18 Saves: Fort +6, Ref +6, Will +9 Abilities: Str 7; Dex 8; Con 10; Int 16; Wis 14; Cha 12 Skills: Appraise +7, Concentration +12, Decipher Script +15, Knowledge(Arcana)+15, Knowledge (any other two) +15 Feats: Combat Casting, Diligent, Great Fortitude, Improved Initiative Environment: Subterranean crypts Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Usually lawful evil Advancement: 9-16 HD (Medium) Level Adjustment: - Nagpas look like a dried, withered human with the head of a vulture. They are highly intelligent and highly magical creatures thought to have originated from another plane. They prefer to live in gloomy subterranean crypts and mausoleums, many of which they have built to their own design – often through slave labor or the animated skeletons and zombies that they create to serve as workers and guards. They enjoy the atmosphere of corruption and death that such places possess. Nagpa are dedicated scholars. They love knowledge – the more arcane or obscure the better – and are avid collectors of books and ancient manuscripts. They are also cold and cynical creatures with a strong sense of their own superiority. Even those who are not actually evil are manipulative and seek to dominate those around them. COMBAT Nagpa are physically quite weak and try to avoid melee combat wherever possible relying on their spell-like powers to protect them. They have supernaturally tough skin and disdain armor and shields in favor of more lightweight, magical, protections such as cloaks and rings. If forced to fight they employ simple, light, weapons or their staffs which they frequently carry as walking sticks. Nagpa Traits (Ex): Nagpa possess the following racial traits: - +1 racial bonus on all saving throws due to their magical nature. - +1 spell resistance for every extra HD of monster advancement. - Shapechange (Su): a nagpa with 12 or more monster HD gains the ability to turn into any Small or Medium humanoid and back again once per day. This functions like the druid's Wild Shape ability except that the form chosen must be a humanoid that the nagpa is familiar with. The effect lasts for 1 hour per HD, or until the nagpa changes back. Spell-Like Abilities: 3/day – Darkness, Minor Image (DC 13); 1/day – Animate Dead. Caster level 9th. The save DC is Charisma-based. Create Flames (Sp): 3/day – This causes any object of up to 10 lb per caster level within 60 feet of the nagpa to burst into flames for 1d3 rounds. Magical and attended objects receive a DC 13 Will save to avoid the effect. The flames do 2d6 damage per round. Anyone in contact with the object may make a DC 13 reflex save for half damage. The save DC is Charisma based. Corruption (Su): 3/day – This causes any object within 60 feet of the nagpa to be subjected to a burst of negative energy, instantly decaying or rotting into an unusable state. Magical and attended objects receive a DC 16 Will save to avoid the effect. Objects must weigh no more than 10 lb per level of the nagpa. This ability is not available to nagpa's of Good alignment. The save DC is Wisdom based. Paralysis (Su): 3/day – All creatures of Good alignment within 10 feet of the nagpa are subjected to a burst of negative energy and must make a DC 16 Will save or be paralyzed for 1d4 rounds. This ability is not available to nagpa's of Good alignment. The save DC is Wisdom based. Regards Thrombin [/QUOTE]
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